Beta Test Content Summary for E-sports Godfather

Esports Godfather

E-sports Godfather is a Deck-building game simulating MOBA e-sports. You will play a role as team coach and build your team. You need to train players and make strategies in various game versions, beat other teams and finally, take the Champion of the World. Be nobody, or lead your team to dominate!

Hello, everyone! This is Moto from Asteroid Studio! It’s already been two weeks since the beta test for *E-sports Godfather* began. How are you enjoying the new content? To make it easier for coaches to get a clear view of the new additions in the test branch, I’ve put together a summary of the currently available test content and its status. Once the testing phase concludes, we’ll update the official version as soon as possible. (All fixes and adjustments can be found at the end of this summary—you can skip directly there if you prefer.) [b][h3]1. Player Potential System [/h3][/b] In the Player Potential System, every player has their preferred heroes, base potential, and future growth potential. The days of relying on five jack-of-all-trades players to dominate the league are over. Now, you’ll need to carefully consider each player’s development direction and the tactical strategy of your club. For example, forcing a player who excels at marksmen to play warriors or asking an economy-focused player to sacrifice resources for support won’t cut it against our new card-playing AI. (The custom player creation feature is now restored! No more endless rolling for the perfect player. Pro tip: creation points can go into the negatives, and the current default points are just our recommended values. Don’t worry—feel free to craft your dream players!)* [b][h3]2. New Card-Playing AI [/h3][/b] Since we’re on the topic of the new card-playing AI, let me give you a brief overview. Many coaches in the beta test may have noticed that the AI-controlled clubs now employ more complex strategies and play more economically. Additionally, we’ve boosted the AI’s offensive tendencies. However, as we mentioned in previous announcements, card-playing logic is a complex system. Some issues still exist, such as overthinking or overly cautious behavior (nicknamed "cowardly lizard mode"). We’re working hard to fix these problems. Please continue to provide feedback and engage with us to help perfect this new system! [b][h3]3. New Player Trading System [/h3][/b] The new player trading system is a key feature in our off-season development mechanics. It currently includes two parts: the player trading market and the scouting system. While still under development, here’s an overview of the main framework: [b]Scouting System [/b] Both in real life and in the game, every e-sports club needs a way to recruit new talent. In the scouting system, you’ll hire scouts to search for potential players in communities, ranked ladders, or anywhere new stars might emerge. Assign specific tasks to your scouts based on your needs, and let them uncover hidden gems. After all, future stars shouldn’t remain in obscurity—they should shine on the grand stage through your club. (Note: Sometimes, a promising young player might catch the eye of more than just your scout. To win them over, you’ll need to boost your club’s influence and outshine the competition.)* [b]Player Trading Market [/b] Professional players want more than just a paycheck—they also have career aspirations. When signing your desired player from the market, you’ll need to consider not only their salary but also their competitive demands. Violating a player’s contract can result in hefty penalties. Of course, if you have deep pockets, you can always use financial muscle to sway players. Sometimes, money truly can buy everything. [b][h3]4. Venue System [/h3][/b] The venue system is another crucial component of off-season development. However, it hasn’t met our expectations yet, and some issues remain. We’re continuing to adjust this feature and encourage participating coaches to provide feedback! [b][h3]5. Player Retirement System [/h3][/b] Unlike real life, players in the game won’t be competing in professional tournaments at age 70. Even the best players will eventually retire. Finding new talent to secure your club’s future is an essential part of being a great coach. *(The player retirement system is now mostly implemented. If you’ve promised a player a lifelong career, you can disable retirement in the custom options.)* [b][h3]6. Player Personality and Emotion System [/h3][/b] The player emotion and team management system is still under development, with some elements undergoing internal adjustments. Don’t worry—you’ll soon have tools to manage team dynamics and player relationships. Once internal testing and adjustments are complete, we’ll implement this feature as quickly as possible. [b][h3]7. Two New Heroes: Raven and Qin Hu [/h3][/b] The two new heroes have been added to the beta version. There’s no need for further explanation—we’re sure you’ve already developed your own strategies and playstyles for them! [b][h3]8. Summary of Fixes and Adjustments [/h3][/b] Finally, here is a summary of the fixes and adjustments made in the current beta version. If you encounter issues during gameplay that are not listed below, please reach out to us. We will address them promptly! [b]New Content:[/b] -Added the ability to select different tactical styles when enlightening cards. -Daily training can now include more than 7 players. -New Ada hero feat: -If Ada does not participate fight, she will support the fight in a special way: she will perform one attack at the start of this fight, which deals 65% damage. This attack can trigger effects as if she joins the fight. -Added localized distinctions for hero variant states. -Custom player creation now includes: Hover information for spent and refunded points. Hover information on how traits and personalities adjust attribute caps. InFight: -When first hitting with an attack, inflicts [Weakness Mark] to the target(s). -If you have 2 effects among [Concussion Grenade], [Shield Generator], and [Multiple Shot], then increase effect of [Weakness Mark] by 10% (or 20% with all three). [b]Adjustments:[/b] -Updated the interface for the BP process. -State Adjustment: "The Reaper" now increases damage dealt instead of attack power. -Card Adjustment: "Double Trouble" now has a fixed effect and is no longer affected by Tiger Boy's abilities. -Card Adjustment: "Close Out the Game" can now only be played once per turn. -Outer turret Base Attack Power: Increased from 150 to 300. -Inner turret Base Attack Power: Increased from 300 to 600. -Defense turret League Attack Power Bonus: League 2: Increased from 50 to 100. League 1: Increased from 100 to 200. League P: Increased from 150 to 300. -Updated process prompts on the BP interface. -Adjusted the weighting for heroes being banned during the BP phase. -Modified the conditions for AI participation in Colossus team battles. -Base Attack Power: Increased from 500 to 1000. Card Adjustment: "Maintenance" now deals 66% of turret attack power as damage, down from 100%. -Bariel has been given a new position: Mid Lane. -Paisai's variant ability has been updated: For every 5 units that take action, Paisai grants all allied units 0.75% × Paisai's level critical rate. If an allied unit's critical rate is already 100%, it instead increases their 0.3% × Paisai's level critical damage. -Heavy Dumbbell damage reduced from 2% to 1.5%. [b]Fixes:[/b] - Enabled unlimited rerolls when creating a player. - Fixed several bugs that caused game crashes. - Resolved an issue where some players exhibited schizophrenic behaviors. - Fixed issues with the tooltip display for medals. - Resolved errors related to daily training. - Fixed an issue where the hero Qin Hu would not apply buffs if the target died. - Fixed an issue where the card "Revelation" would only trigger once when continuously draining the same unit. - Fixed an issue where the card "Code: Assimilation" dealt abnormal damage to the base. - Fixed some errors related to loading saved games. - Fixed an issue where the game might freeze during loading screens. - Fixed a problem where players couldn't sign contracts in the regular season player market. - Fixed errors caused by certain scout skills. - Fixed incorrect pricing for some venues. -Fixed an issue with the Dylan variant "Deserter." -Fixed an error where advanced transfers were ineffective. -Resolved several errors occurring in the regular season market. -Corrected various issues in the scout trading system. - Fixed the movement range of the card Instant Slash. - Fixed the effect range of the card Rocket Punch 26. - Fixed an issue where the card Undercurrent could not be played. - Fixed an issue where the card Return Performance could not be played. - Fixed an issue where the card Midas Touch could not be played. - Fixed an incorrect Strategy Point recovery effect for the trait Snowballing. - Fixed errors related to venue satisfaction display. - Fixed display errors when swapping substitutes. - Fixed money UI display errors after the transfer window closes. - Fixed an issue where contracts could not be signed in the scout market. - Fixed UI display issues related to money conversion at the end of the transfer window. - Fixed an issue preventing progression after the transfer window closed. - Fixed an issue where errors occurred during daily training and intensive training when the club had more than 7 members. - Fixed an issue with the hero "Deep Space" and its skill "Full Firepower". - Removed all Routine Training Upgrade options from the club upgrade features. - Fixed an error that occurred when switching spectator zones during venue settlement. - Fixed the issue with Zealot where the health of its clones was not syncing correctly. - Updated the localization text for achievements. - Fixed an issue where the proficiency effect of the card Chick Running was not working. - Fixed an incorrect effect with the variant ability of the hero Mihawk. - Fixed a crash issue that occurred when discovering players due to the scout skill "League Rank Always Big Chip". - Fixed issues related to the display of player contract requirements in the trading interface. -Fixed an issue with the stacking effects of Enidi's abilities. -Fixed an error that prevented progression during contract renewals. -Fixed an issue where no cards were granted during enlightenment. -Fixed an issue where the "No Deaths" highlight moment was not triggering correctly. -Fixed incorrect reward calculations for certain events. -Fixed the effect range of the card Swap. -Fixed an issue where the additional attack of the card "Jin" did not work when triggering its passive ability. -Fixed an issue where the state of the equipment "Devil Plate Armor" was not reset after participating in a kill. -Fixed an issue where the trait "Bodyguard" did not adjust Farming Efficiency after the hero's death. -Fixed abnormal attack power fluctuations for the hero "Niels" during battles. -Improved the functionality for replacing players in training matches. -Fixed an issue where players could not be switched when selling players. -Fixed issues related to hero pool capacity. -Fixed an issue where selling players could potentially cause an error. -Fixed an issue where contracts could still be modified after a player renewal. -Optimized the athlete relationship UI. -Fixed an incorrect effect range for the card "Lurk". -Fixed an issue where the card "Reorganization" did not restore charges. -Fixed an issue where the bottom lane would not retreat after a turret dive. -Fixed an issue where Bebe's equipment prices were displayed incorrectly when selecting equipment. -Fixed an issue where switching player playstyles in the scout system was ineffective. -Fixed incorrect stacking effects when multiple copies of the card "Forceful" were used. -Fixed issues related to switching playstyles on the player listing page. -Fixed an issue where the status "Invitation" was not working as intended. -Fixed an issue where the Triple Kill Highlight Moment could not be completed properly. -Fixed an issue where players were not displayed in the training match results after substitutes were swapped. -Fixed an issue where Hass's Hunt in Shadow did not increase damage as intended. -Fixed an issue where the card "Aggressive Push" would trigger damage effects on the hero using it. -Improved the functionality for customizing players. -Fixed an issue where the card "Return Performance" is unable to be played when any enemy hero attacked. -Fixed a problem where opposing clubs behaved unfairly during Challenger Series. -Fixed misaligned speaker issues in some events. -Fixed missing localization for some events. -Fixed an issue where rewards for certain events were not correctly distributed. -Fixed a bug where selecting a new trait and clicking skip would cause a freeze. -Fixed an issue where the equipment "Handheld Telescope" incorrectly increased damage under unmet conditions. -Fixed an issue where the equipment "Locust Swarm" triggered effects with its bonus damage. -Fixed abnormal playability checks for the card "Return Performance". -Fixed UI issues related to Justice. -Fixed an AI problem in 1v5 Clutch Battles. -Adjusted the Kill Credit for turret-generated kills from Dominion of Digo's Dominance to now count as Digo's kills. [b][h3]A Final Note[/h3][/b] Thank you, coaches, for your support of Asteroid Studio and E-sports Godfather! Your active participation in this beta test allows us to make the game even better. We warmly welcome all feedback and discussions—feel free to reach out to us through the following channels! Discord: https://discord.com/invite/Wpf6y7kFjp Twitter (X) https://twitter.com/1000_Water_